Guild Charter

As of Day 5, the month of Weeping Skies, Year 421, the Charter and rules of the Druid's guild will be as follows.

Druid Charter
The Guild of Druids is a guild that respects all things that are part of the spirit of the Creator, Deori. Druids revere life, death, creation, destruction, nature, adventurers, and all things between and beyond. The Charter or Ethos of Druids is centered around four major Cornerstones that are the foundation of the Druid’s path, though it must be realized that our abilities, skills, and lives as we walk with the land are not contained to only these Cornerstones. Our potential as a guild and as Druids is limitless, for so is true Balance. One should only seek to join the Druids Guild if they are ready to commit to what is outlined here in this Charter.

1. Responsibility
Outside of Heroes and Immortals, Druids carry much of the land’s responsibility on their shoulders. This is because Druids seek to become one with all things. This cannot be achieved easily and takes years of dedication, practice, and commitment. Druids must learn to take all things in stride and look at the land with an objective eye, for we realize, unlike many other mortals, the necessity of a diverse, multifaceted natural world, and see the far-reaching and sometimes unpredictable consequences of every action. The responsibility of a Druid is such that the balance of all things must not be disrupted. 

2. Service
Druids serve the realm. It is very plain and simple. We were put on this realm to serve. But with that comes the idea that in order to serve we cannot abuse what we are given. Druids must be careful in all actions we take. Druids cannot use their gifts to serve themselves. This is not a guild of selfish acts, but a guild in which things are freely given to help better the land. With service comes the following – The duty of serving the realm is ruled by one principle: Seek to cause no harm.

3. Respect
To become one with all things, Druids must respect all things, and understand the natural order of the realm. The nature of the realm is not compassionate. It can be nurturing to a certain extent, but at the end of the day if you lack the physical or the mental strength to survive, you will perish and be left behind. That is how Creation is managed, and it is the Balance in action. We respect all things because each of us has a distinct purpose and a path to travel in life. There is a need in the realm for death, a need for those who choose to kill. A need for Dread, whose Incarnate brought Time to this realm. It is not for us to try to change the nature of others or to dictate what is right or wrong. The only central principle Druids must grasp is: We respect all things.

4. Knowledge
Druids are constantly learning. One thing that Druids spend a lot of time learning is about the realm itself. We consider ourselves to be master explorers of the realm, for the realm itself is our life, what we live for. We spend our mortal lives serving the realm and must know its inner-most workings inside out and backwards, i.e. the land’s inhabitants, landscapes, deities, and every other subject one could possibly imagine. Another thing that Druids focus on is ourselves. Without knowing ourselves, we cannot attempt to help the lands and serve the Balance and the realm. We are a very reflective people, and take our steps using caution. Dedication to studying such a diverse realm is one of the top priorities for a Druid. Without being armed with knowledge, Druids have no hope to serve the realms.

Druids Guild Policies

Deori has blessed the Druids with many gifts. Abusing these gifts by using them for selfish reasons, be it to advance yourself by the attainment of experience or by your status socially in the realm, will result in the termination of you as a member of the Guild. Using our Druidic gifts excessively is considered harmful to the realm, and therefore certain policies are in place for the specific purpose of keeping our guild balanced.


  • Resurrections may NOT be given to anyone who died while hunting for Personal Gain, a.k.a experience. Anyone who died by naturally encountering monsters while questing or adventuring may be given a resurrection. Raises may be given to anyone who was not of outlaw status upon death, however, a Druid may only raise the same player once every four days. Druid raise /resurrection assistance in an invasion will be only for the limited purpose of preserving the balance, as determined by a Guild Patron or the Guild Master/Mistress. In such circumstances, express approval /rescission of approval will be through guild shouts. If that is unclear in ANY way, please speak to a Guild Officer or Patron.

  • You may only bless two pieces of a person’s armour. If they already have two pieces blessed, you may not bless any more. Two pieces, per person, period. This does not include the blessing of a weapon. A Druid may only bless one weapon per person, and please use your discretion when giving a weapon blessing. It is not something that a player should have for a creature such as “Turpin.” Sometimes blessings are necessary to fell a creature such as Max, etcetera. Please keep this in mind.

  • The Staff of the Woodlands may not be used on anyone but yourself.

  • The Druid Totem may not be used to teleport back and forth to quests, or to enchant rings.

  • Hunting Parties are defined as such: There must be at least two hunters in the group and you may not heal them until they have cleared a room and are taking a “break” in battle. You may not follow around someone who is hunting so that you may gain experience. Many of us often group up with hunters who are our friends, merely to have company while they hunt, but to gain experience while doing so is explicitly against the rules.

  • Healing while exploring: If you are adventuring with someone or a group (NOT a defined hunting party) and you come across a creature/creatures that attacks anyone in your group, you may not heal during battle. If the creature(s) has been slain by someone in your group, you may heal anyone who has been injured during battle before continuing your exploration/adventuring.

  • When opening the troll lair, remember not to leave until the lair closes behind the party. You hold the power on this one- do not allow a small warrior to go in alone if you do not think he can hold his own against the trolls. Make sure he knows the lair well enough to realize he needs a ring to recall out. If he needs to kill the Troll King, make sure he has a key, that he is flying, etcetera. All parties going into the lair must know what they are getting themselves into, because we will not open the lair a second time for the unprepared.

  • It is highly unethical to ask anyone to get an item for you if they have to kill a creature to attain it. Should you need an item that cannot be attained without the slaughter of a creature, ask a GO, GM, or Patron how you may acquire said item. 


With that said, please just remember to use your gifts and abilities wisely.

Laws of the Troll Lair

A great many years ago, Deori granted us guardianship of the Troll King's Lair. He may have chosen the path of placing a level portal, but instead gave us control over the lair because he believed we would use discretion in who we permitted to gain entrance. In return for our duties, Deori placed a quest for druids inside the lair. For a while, druids chose to complete the quest, but most refused to open the lair under any circumstances, and it was suggested that the guardianship of the lair be removed. After that, a compromise was reached and some mortal druids and heroes decided to take responsibility for allowing individuals or parties to enter the lair under the following circumstances:

  1. That anyone entering the lair do so with full knowledge of the danger there and thus could not seek healing of any sort from druids.

  2. That the party members carry with them a Ring of Recall, or some other means of escape, into the lair.

  3. That the followers of the party have a reasonable chance of survival and that the party should not be too large or too small for the size and conditions of the lair.

  4. That the party not receive any type of assistance from druids while inside the lair itself.


These conditions for opening the portal were designed to show respect for both sides of the conflict without forbidding entry completely. No druid is required to open the lair. If a druid feels uncomfortable with the thought that he or she may be assisting a party to kill, they should refer the issue to a council member, Mitchellx, or Galaphile.

Like all responsibilities of the druids, the opening of the lair requires you to think before acting and follow your heart.